Search this site
Embedded Files
  • COMMERCIAL
    • On Register
    • Fresh Start
    • COVID Courier
    • All Projects (50+)
  • PERSONAL
    • Prototype
  • RESUME
  • ABOUT
 
  • COMMERCIAL
    • On Register
    • Fresh Start
    • COVID Courier
    • All Projects (50+)
  • PERSONAL
    • Prototype
  • RESUME
  • ABOUT
  • More
    • COMMERCIAL
      • On Register
      • Fresh Start
      • COVID Courier
      • All Projects (50+)
    • PERSONAL
      • Prototype
    • RESUME
    • ABOUT

BRYON LAGANIA

GAME DESIGNER

PROTOTYPE

Master chaos, feed the core, survive

UPDATES Show / Hide

placeholder

OVERVIEW

What it is
[name] is a top down, single-screen, score-driven arcade experience.

Control Energy Armor, a mechanized suit outfitted with boosters, weapon systems, and the all-important Energy Handler. Pilot the Armor to navigate an unstable dimension. Your goal: to harvest Energy.

Harvest energy by collecting volatile Energy Orbs with the Handler and merging them with The Core, an unstable mass with mysterious properties.

The Core yearns for an exact amount of Energy and only when it’s satisfied will it emit an Energy Wave. Energy Waves mean everything. Cause as many Energy Waves as you can.

But you're not alone in this dimension. Beings and phenomena are attracted to the Energy. Defend yourself and The Core. The Armor is not only specialized to handle Energy, but to weaponize energy itself.

Cause as many Energy Waves as you can.
Survive the escalating chaos.


Why I'm making it
I think wave-based, survival action games are awesome. Asteroids, Super Crate Box, Super Pixelander, Slugcaster, Dojo of Death, Ziggurat, Horde Arena (Hyper Light Drifter), Firefight (Halo 3 ODST), The Mercenaries (Resident Evil 4), Devil Daggers if I were actually any good at it, etc.

I love the tension of staying just barely in control while everything gets worse around you, so I want to make a game like that.


Current Focus Area(s)

  • Enemy design and implementation


Tools

  • GameMaker Studio 2

  • Affinity Photo

MECHANICS

MOVEMENT

Smooth sliding against walls. Handles corners well enough for now.

Handles slopes surprisingly well, but I wasn't planning on including them.

Unintentional wobbling when hitting walls might be nice for feedback.

Tight spaces? No problem. Not sure if areas like this will be used though.

Collision code modified for pushable blocks. Unsure if I'll use these.

GRAB & CARRY

The player can grab objects. Held objects follow the player.

Can grab things within a certain distance in front of you. Feels better.

Can grab from anywhere, but range is more limited.

The grab button can be held to grab orbs more easily while moving.

A big issue to solve was how to keep dropped objects out of walls.

ENERGY ORBS: BASICS

Combine two Energy Orbs to create a new one.

Grab multiple Orbs simultaneously to grab and combine them in one move.

Feed the right amount of Energy to the Core to generate a Wave.

Energy needs to be dropped for the Core to accept it.

Orbs explode if they contain too much energy.

ENERGY ORBS: VOLATILITY

Orbs explode when they take too much damage.

The greater the Orb the greater the explosion.

Exploding Orbs can cause chain reactions.

Negative Orbs create a void that inflicts slowdown and damage.

Even projectiles are slowed by the effects of a void.

THE AUTOCANNON

The Energy Armor is equipped with an infinite autocannon...

...but is it enough to survive?

Pursuers spawn in huge numbers. They're weak, but easily overwhelm.

WEAPONIZED ENERGY: SPREAD

The Armor can convert Energy into different attacks.

The greater the Energy used, the greater the effect.

The Spread Cannon fires many weak projectiles across a large area.

Using negative Energy results in a different type of attack.

The negative Spread is similar to the Pursuers. Are they related somehow?

WEAPONIZED ENERGY: FOCUS

Focus fires a single high-velocity projectile.

The greater the energy, the more it ricochets.

Focus fire can pierce targets, but it loses energy with each piercing.

Don't get caught in the ricochet of your own fire!

Focus with negative energy unleashes a piercing beam.

WEAPONIZED ENERGY: EXPLOSIVE

Explosive fire launches a powerful bomb that arcs through the air.

Its trajectory enables it to travel over objects.

The greater the energy used, the larger the radius of its searing flames.

Negative energy creates a proximity mine. 

Be careful not to fall into your own trap! 

BOOST & TARGETING

Charge powerful boost thrusters to turn yourself into a weapon.

Hit a wall at the wrong angle and you'll be thrown into a stun state.

Grab and drop orbs while boosting.

Laser targeting system can be used for short durations for distant targets.

Energy Armor interface shows when targeting systems are recharged.

THE CORE

The Core is protected by a destructible shield.

The shield also helps draw Energy to the Core.

An Energy Wave will restore the Core shield.

The shield is inactive when the Core is being held.

Sorting out when you grab the Core or an Orb was pretty tricky.

HISTORY Show / Hide

placeholder

ROADMAP Show / Hide

placeholder

GAMES

RESUME

ABOUT


CONTACT

blagania@gmail.com
LinkedIn 

Commercial material used under fair use for portfolio purposes. © 2025 Bryon Lagania 

Google Sites
Report abuse
Google Sites
Report abuse